Interactive cubicle and method for determining a body shape

ABSTRACT

A cubicle for trying on one or more items of clothing and a method for determining a body shape are described. A cubicle includes a display of an avatar with one or more items of clothing, and an interaction unit for a user to modify the items of clothing. The method includes gathering the spatial coordinates of a plurality of points on the surface of the dressed person and body parameters that at least partly define the body shape to be determined.

CROSS REFERENCE TO RELATED APPLICATION

This application is a continuation of U.S. patent application Ser. No.14/196,925 (allowed), filed on Mar. 4, 2014, entitled INTERACTIVECUBICLE AND METHOD FOR DETERMINING A BODY SHAPE, which is related to andclaims priority benefits from German Patent Application No. DE 10 2013203 667.1, filed on Mar. 4, 2013, entitled INTERACTIVE CUBICLE ANDMETHOD FOR DETERMINING A BODY SHAPE (“the '667 application”), both ofwhich are hereby incorporated in their entireties by this reference.

FIELD OF THE INVENTION

The present invention relates to a cubicle for trying on one or moreitems of clothing and a method for determining a body shape.

BACKGROUND

Changing cubicles may be found in a great number of shops such as, e.g.,clothing stores or sports shops, in order to enable a client to try onone or more items of clothing. Common changing cubicles mainly serve tocreate a closed, private zone where the user of the changing cubicle mayput off at least a part of the clothes he wears in order to try on itemsof clothing that interest him.

A disadvantage of common changing cubicles is that the user has toundress at least partly before trying on items of clothing that interesthim. Furthermore, the user may be allowed to take only a limited numberof items of clothing to the changing cubicle, said items of clothing, inaddition, having to be at hand in the store at that particular time. Incase the items of clothing taken to the cubicle do not fit the user orare not to the user's liking, the user first has to get dressed againbefore being able to leave the changing cubicle in order to look formore appropriate items of clothing. In addition, as a rule, it is notpossible for a user within the changing cubicle to get more informationon the items of clothing taken into the cubicle for trying them on, oron similar items of clothing. This makes the comparison among variousitems of clothing, which are of the same kind or similar to each other,more difficult, the more so since it is not possible for the user in acommon changing cubicle to simultaneously try on various items ofclothing that are of the same kind or similar and to compare themdirectly with one another in worn condition.

All in all, the trying on of items of clothing in common changingcubicles becomes thereby very time-consuming and complicated. Thepossibilities of comparison as well as the possibilities to obtain andexchange information on the items of clothing which are of interest tothe user are limited.

Starting from the prior art, it is therefore a problem of the presentinvention to at least reduce the disadvantages described here.Furthermore, it is the task of the present invention to provide a methodfor the determination of the body shape of a person, in particular of adressed person.

SUMMARY

The terms “invention,” “the invention,” “this invention” and “thepresent invention” used in this patent are intended to refer broadly toall of the subject matter of this patent and the patent claims below.Statements containing these terms should be understood not to limit thesubject matter described herein or to limit the meaning or scope of thepatent claims below. Embodiments of the invention covered by this patentare defined by the claims below, not this summary. This summary is ahigh-level overview of various embodiments of the invention andintroduces some of the concepts that are further described in theDetailed Description section below. This summary is not intended toidentify key or essential features of the claimed subject matter, nor isit intended to be used in isolation to determine the scope of theclaimed subject matter. The subject matter should be understood byreference to appropriate portions of the entire specification of thispatent, any or all drawings and each claim.

According to certain embodiments of the present invention, a cubicle fortrying on one or more items of clothing comprises at least one displaydisplaying an avatar with at least one first item of clothing.Furthermore, the cubicle comprises at least one interaction unitenabling a user of the cubicle to create or modify the avatar and/or tomodify the first item of clothing. In certain embodiments, the avatar isan avatar of the user of the cubicle.

The cubicle hence enables the user to try on items of clothing, whichmay be done by actually trying on an item of clothing in a commonchanging cubicle. Alternatively or additionally, however, the user mayhave displayed to her/him an item of clothing in worn condition only andcan inspect it without having to put off her/his worn clothes and to puton the items of clothing. By means of the interaction unit, the user isenabled to interactively create the avatar or to modify it.Alternatively or additionally, he may modify the first item of clothingor several items of clothing worn by the avatar, respectively, forexample by modifying the size, length, color, material or also of a teamwearing its jersey etc. The user may receive an immediate feedbackconcerning the modifications made.

Such an inventive cubicle may be used both in the private sector and inpublic. It is also possible to essentially eliminate the need for alockable cubicle, for example, a cubicle with a lockable door, and toprovide, for example, only a support structure which holds the at leastone display and the at least one interactive unit, so that the use ofthe cubicle may be followed by viewers and/or a salesperson or the like.It should already be pointed out here that in certain embodiments of thepresent invention, the cubicle is adapted such that an interaction ofthe user and/or the cubicle with mobile phones, mobile apps, socialnetworks, the Internet and the like is possible. What was said hereapplies also to the further described embodiments of the cubicleaccording to the invention.

Furthermore, the cubicle according to the certain embodiments of theinvention enables the user to examine a large number of different itemsof clothing in worn condition and to change the avatar's clothes “at thepush of a button”, without having to leave the cubicle to obtain newitems of clothing to take into the cubicle to try them on there.Particularly in a case where an avatar of the user of a cubicle isconcerned, the cubicle enables the user to get an idea of her/hisappearance when dressed in different items of clothing in the shortestpossible time and to check their fit, e.g. the length of the sleeves oralso the combination of colors with further items of clothing. Thisfeature is also possible for items of clothing which are not at hand forthe moment, so long as these items are stored in a databank, forexample, to which the user has access from the cubicle.

Furthermore, in certain embodiments, the cubicle comprises severalindependent displays on which the user may have an avatar shown toher/him which can wear one or more different items of clothing. Thisenables a direct comparison between the various items of clothing inworn condition. Additionally, on at least one display surface, furtherinformation on the shown avatar and/or the items of clothing worn by theavatar and/or items of clothing similar to those of the worn items ofclothing may be shown.

In some embodiments, the cubicle is adapted to detect at least a seconditem of clothing which is brought into the cubicle by the user. Incertain embodiments, the cubicle is adapted to detect the second item ofclothing without contact. To this end, a plurality of methods known tothe skilled person may be taken into consideration, for example the useof RFID (radio frequency identification), NFC (near field communication)or optical methods that are based on an appropriate image processing.

This feature enables a user to combine the common selection of one ormore items of clothing in a store, which, for example, is based on ahaptic impression made by the item or items of clothing, respectively,with the cited features of the cubicle. For example, the first item ofclothing may be automatically selected and/or modified due to specificproperties of the detected second item of clothing, such as, e.g., itssize or color or shape.

The detection of the second item of clothing opens further options.Thus, for example, the selection and/or the purchase of an item ofclothing may lead to a change of the properties of the avatar in acomputer game or the like. Thus, in some embodiments, the endurancecapacity, the speed and/or the reaction capacity of the avatar could beinfluenced if the user purchases an item of clothing. In this manner,the real world of the user may be closely connected with the world ofthe user's avatar.

The corresponding data collection may be performed by means of acomparison with a databank, e.g. without contact in the cubicle orduring a later payment operation. For this purpose, specific user cardswith a built-in chip or also RFID or NFC chips in the item of clothingitself may be used. One may also think of using one or more codes thatthe user has received at any time and which he/she inputs for acomparison with the databank, or which are read out automatically.

In further embodiments, it is furthermore possible that the user entersthe cubicle with a computer game, e.g. a newly purchased computer game,whereby the cubicle automatically detects the computer game analogouslyto the above discussed case of a second item of clothing. Based on thisdetection, the behavior of the cubicle may be adapted to the computergame, for example, with respect to the creation and/or modification ofthe avatar or the behavior/appearance of the avatar itself.

In some embodiments, the first and the second item of clothing coincide.This feature allows the user after entering the cubicle to get animpression of what the item of clothing taken into the cubicle byher/him looks like in worn condition or also under real conditions suchas, for example, in a sports event.

According to further embodiments of the invention, the avatar is createdfrom pre-stored data. In certain embodiments, the pre-stored data iscreated from a body shape that is determined according to embodiments ofthe method—described further below—for determining the body shape of adressed person.

Thus, the user of the cubicle may store a preferred avatar, for example,an avatar of himself, and use said avatar for displaying it within thecubicle without first needing to adapt a new avatar to the user'swishes. The storage of data, from which the avatar used for displayingis created, also enables the user of the cubicle to choose items ofclothing for other persons, for example, for friends and relatives, incase he has the necessary access to the data required for the creationof the avatar of the respective person. This extends the possibilitiesand the field of application considerably, in particular to the purchaseof items of clothing as gifts for other persons. It is particularlycomfortable for a user if the body shape, from which the pre-stored datafor his avatar is created, may be determined without the need for theuser to undress.

With these optional features of the invention, a user may communicatehis dressed avatar to other persons and transmit it via e-mail, MMS orvia a social network. One or more persons may participate in theselection process, provide evaluations and suggest other sizes, e.g. onthe basis of the heatmap described further below.

A “remote” payment function may also be considered. So, for example,parents could agree to an adolescent's choice of an item of clothing orsuggest a different size. As soon as an agreement has been reached, theparents pay the chosen items, for example, by means of a paymentfunction on the Internet, whereupon the youth may take the item ofclothing home. As a consequence, the transmission of the dressed avatarenables youths to do their shopping alone, while the parents are stillable to decide what they want to pay. The discussion and decision may bemade discreetly within the cubicle, based on the dressed avatar, maybewith additional data relating to the fit.

In certain embodiments, the interaction unit of the cubicle is adaptedto perform a three-dimensional measuring of the user.

Hence, the user does not have to enter a separate unit in order to havean avatar of himself created or to have the avatar adapted to his ownbody, for example, after gaining or losing weight or after a growth ofthe user, but this can take place directly within the cubicle accordingto the invention. This further increases the comfort for the user of thecubicle.

By repeated purchases and use of a current user databank, it may bedetermined which of the articles bought earlier are most probably notfitting any longer and for which categories of clothes there is a greatneed (e.g. trousers or jackets). Based thereon, new items of clothingmay be suggested. Combinations of “new” items of clothing with “old”ones (which probably are still fitting) may also be suggested.

In certain embodiments, the interaction unit for the creation and/ormodification of the avatar is adapted for measuring the user in at leastpartly dressed condition, and the avatar is created and/or modified bymeans of an automatic adaption to measurement data of the interactionunit. The interaction unit may be, in particular, adapted to perform oneof the methods for determining the body shape of a dressed person, asdescribed further below.

According to further embodiments of the invention, the avatar isdisplayed in a virtual reality on the at least one display.

For example, the virtual reality may be adapted to the first item ofclothing worn by the avatar and/or correspond to a typical environmentin which such an item of clothing is normally worn. So, for example, anavatar wearing sports apparel may be represented in a sports stadium, oran avatar wearing an evening dress may be represented in a theater or ata music concert. For outdoor clothes, a landscape with mountains may berepresented.

The optional feature of adapting the virtual reality enables the user ofthe cubicle to better assess the effect of the respective item ofclothing in the shown environment. For a particularly realistic effect,it is possible to adapt the sound in the cubicle and other physicalproperties like the wind, a particular fragrance, the temperature, theair humidity etc.

In certain embodiments, the avatar is further adapted to movesimultaneously or time-delayed in case of a movement of the user in thecubicle. The avatar's movements may follow the movements of the user.This gives the user a particularly realistic picture of how therespective item of clothing behaves in worn condition. In this context,also a movement pattern may first be recorded according to which theavatar moves, so as to give the user of the cubicle a particularlyrealistic impression. This is made use of in combination with therepresentation of the avatar in a virtual environment. First, a movementpattern of the user may be recorded, for example such as the latterwould execute it when playing football, for example, and the avatar maythen move according to this pattern on a virtual football field.Furthermore, it may be beneficial if the cubicle enables the user tochoose one or more different virtual realities in which the avatar movesaccording to the recorded movement pattern of the user. This enables theuser, without leaving the cubicle and irrespective of the actualenvironment of the user within the cubicle, to get an idea of how theitem of clothing behaves under different movement patterns and indifferent environments.

In further embodiments, the virtual reality changes dynamicallydepending on the movement of the user. In some embodiments, the dynamicchange may happen simultaneously with the movement of the user. In otherembodiments, the dynamic change may also take place time-delayed withthe movement of the user, for example in combination with a recordedmovement pattern of the user, according to which the avatar moves in thevirtual reality. This further contributes to giving the user of thecubicle a realistic picture of the clothing in worn condition, inparticular when moving in a typical environment corresponding to therespective item of clothing.

Such a dynamic change may also serve to enable the user to get a virtuallook-around view, so that he may cast a look into the virtual realityjust like out of a window. The gaze direction of the user may, forexample, be tracked and the represented virtual reality may be modifiedaccordingly.

Further embodiments of the dynamic change of the virtual reality arebased on capturing the facial expression or gestures of the user. If thelatter, for example, expresses by her/his body language, consciously orunconsciously, her/his dislike regarding a specific scene, i.e. if he orshe is not interested at all in a specific sport, the representedvirtual reality may react to this and carry out modifications by, e.g.,showing a scene from a different sport.

According to further embodiments of the invention, the at least onedisplay further displays a heatmap that visualizes a fit of the firstitem of clothing on the avatar. In some embodiments, this heatmap mayrepresent a pressure distribution on the skin by the item of clothing.However, the representation of other values by the heatmap is alsopossible, for example, the expansion of the item of clothing ordeviations from a predefined ideal fit. A further interaction of theuser, for example choosing the preferred fit of the clothes (loose,figure-hugging or the like), with the cubicle may be considered.

The user may, by means of the interaction unit, further adapt one ormore items of clothing worn by the avatar by, e.g., choosing a differentcut or modifying the size, and receive an immediate feedback in the formof a modified heatmap indicating the effects which the mademodifications have on the fit of the items of clothing. This allows adynamic, interactive adaption of the items of clothing in order todetermine an optimal fit. Finally, even a virtual tailoring of the itemof clothing is possible by making individual modifications on a dresspattern of the item of clothing. In certain embodiments, the heatmap isshown on the item of clothing worn by the avatar. In furtherembodiments, the heatmap is displayed in a separate place.

In additional embodiments, the changing cubicle further comprises acommunication unit for transmitting a representation of the avatar withthe first item of clothing. Thus, the user may send the representationto his e-mail address, for example in order to be able to access it anewfor later online purchases, or he may share the representation of theavatar with the first item of clothing in a social network with hisfriends, e.g., to ask them for their opinion concerning the item ofclothing or even to let them participate in the paying in the sense of a“crowd funding”.

Finally, the cubicle itself may proactively present suggestions to theuser as to which items of clothing match particularly well due to, forexample, a successful color combination or other parameters such as theclothing style or the like.

Further embodiments of the present invention are formed by a method fordetermining a body shape of a dressed person, said method comprisinggathering of the spatial coordinates of a plurality of points on thesurface of the dressed person. Furthermore, the method comprisesdetermining a plurality of body parameters that at least partiallydefine the body shape to be determined, wherein the body parameters aretaken from a stored statistical distribution of body parameters in sucha way that the spatial coordinates of the plurality of points aresubstantially located on a surface of the body shape or outside the bodyshape.

The method allows the body shape of a person to be determined without aneed for him to undress. In particular in combination with the hereindescribed embodiments of a cubicle according to the invention, themethod enables a user of a cubicle to virtually try on any kind ofclothing—also, e.g., underclothing/underwear—without having to undress.

In embodiments of the method, a reference shell is created from thespatial coordinates of the plurality of points on the surface of thedressed person. In certain embodiments, the method further comprisesdeforming a surface of a standard reference shell in order tosubstantially obtain a congruence of the surface with the plurality ofgathered spatial coordinates.

The reference shell created in this way specifies a dimension for themaximum spatial expansion of the dressed person's body shape which is tobe determined. For example, if the person wears only very little clothesor clothes that are very tight-fitting, the reference shell created inthis way represents already a very good approximation to the actual bodyshape of the dressed person, so that additional, optional process steps,as described below, are not required. The reference shell may also beused for comparison with the databank.

In certain embodiments, the gathering of the spatial coordinates isperformed by means of one or more optical scanners, the radiation ofwhich essentially does not penetrate the clothes of a person.

Common methods for determining the body shape of a dressed person aretypically based on the use of radiation that may penetrate the clothesof a person to a not inconsiderable extent, such as, e.g., X-radiation.It is, however, a disadvantage of such types of radiation that they maypossibly be dangerous for persons and/or may damage objects that arecarried by persons. Such devices and methods using such types of raysoften need also a special authorization. As a result, radiation may beinappropriate for use in methods and devices which are used, forexample, in a cubicle as illustrated above.

The method according to the invention, however, uses a type of radiationthat essentially does not penetrate through clothing, thus avoiding atleast some of the disadvantages described above. The method uses astatistic approach that does not require a person to undress or apenetration of the clothing by the radiation used for measuring.

In further embodiments of the method according to the invention, thereis furthermore an optimization that uses the distances between thespatial coordinates of the plurality of points and of the spatialcoordinates of corresponding points on the surface of an assumed bodyshape. In addition, the optimization may further take into considerationthe probability with which the values of the body parameters for theassumed body shape occur in the statistical distribution.

The deviation of the determined body shape from the actual body shape ofthe dressed person may thus be further decreased. This is relevantparticularly if the person wears thick or not very tight-fittingclothing.

In further embodiments, the gathered spatial coordinates of theplurality of points are weighted differently in the determination of thebody shape. For example, the spatial coordinates of points whichcorrespond to unclothed areas of the body do not have to be correctedvery much in the further process, since the spatial coordinates of suchpoints reflect already substantially the actual body shape in thecorresponding unclothed areas of the human body. Such points aretherefore weighted differently from the spatial coordinates of pointswhich correspond to clothed areas of persons, for example.

Further embodiments of the present invention relates to a method forcreating an avatar for use in combination with a computer game, whereinthe avatar for the computer game is created from a body shape which wasdetermined by one of the methods described herein.

Additional embodiments of the invention are formed by an apparatus forcarrying out one of the methods according to the invention which weredescribed just now. Here, the method may be implemented in software,hardware or in a combination of software and hardware.

According to certain embodiments of the invention, an avatar is intendedfor use in a computer game and is created by means of such a method. Insome embodiments, the avatar is created for this purpose in a cubicleaccording to the invention, this cubicle comprising a device forcreating an avatar by means of the method described just now. Such adesign may be useful, for example, in case the purchase or possession ofa corresponding computer game is recorded automatically, e.g. by meansof a user identification in the cubicle—maybe via a user-specific scancode or by manually inputting a user-specific code such as, for example,a numerical code—with subsequent databank comparison or the use of thealready mentioned techniques using RFID or NFC chips for detecting apackaging of the game or the like.

By now, avatars have made their way into a large number of computergames and/or other virtual realities. Typically, however, predefinedavatars are typically used in those applications, or an avatar has to belaboriously adjusted to the expectations and wishes of a player bymanual modification of a large number of parameters. The creation of anavatar described here for use in combination with a computer gameenables a player to create his personalized avatar interactively anddynamically, without a need for complex manual inputs. At the same time,the player may, for example, equip the avatar with items of clothingthat the player may examine beforehand in a shop. Thus, a closeinterconnection of the real and the virtual world is given whichinfluences the shopping experience and the game experience in a positivemanner.

BRIEF DESCRIPTION OF THE DRAWINGS

In the following detailed description, embodiments of the invention aredescribed referring to the following figures:

FIGS. 1a-b are perspective views of a cubicle with at least one displayand at least one interactive unit, according to certain embodiments ofthe present invention.

FIG. 2 is a perspective view of a technical implementation of a cubicle,according to certain embodiments of the present invention.

FIG. 3 is an illustration of a display showing an avatar with at least afirst item of clothing, according to certain embodiments of the presentinvention.

FIG. 4 is an illustration of at least one display that shows an avatarwith at least a first item of clothing as well as additional informationsuch as, e.g., a heatmap, according to certain embodiments of thepresent invention.

FIGS. 5a-c are illustrations of a cubicle with a display and a devicefor creating an avatar of the user of the cubicle, according to certainembodiments of the present invention.

FIGS. 6a-b are illustrations of a cubicle with a display showing anavatar with at least a first item of clothing in a virtual reality,wherein the avatar follows the movements of the user of the cubicle,according to certain embodiments of the present invention.

FIG. 7 is an illustration of the fundamental principles of the SCAPEmodel.

DETAILED DESCRIPTION

The subject matter of embodiments of the present invention is describedhere with specificity to meet statutory requirements, but thisdescription is not necessarily intended to limit the scope of theclaims. The claimed subject matter may be embodied in other ways, mayinclude different elements or steps, and may be used in conjunction withother existing or future technologies. This description should not beinterpreted as implying any particular order or arrangement among orbetween various steps or elements except when the order of individualsteps or arrangement of elements is explicitly described.

FIGS. 1a-b show certain embodiments of a cubicle 100. Such a cubiclemay, for instance, be arranged like a normal changing cubicle in a shopor a department store. It is, however, also possible to think of anarrangement at other locations, detached from actual sale, or even fromthe physical presentation of the items of clothing. For example, thecubicle 100 may be arranged in an airport terminal or similar locations,so that waiting travelers may examine new clothing collections in arealistic view on an avatar, or even create an avatar for the firsttime.

The cubicle 100 comprises three display surfaces 110. In otherembodiments, the cubicle 100 comprises a different number of displaysurfaces 110, e.g. one or two display surfaces. At least one of thethree display surfaces 110 serves to show an avatar with at least afirst item of clothing. At this point, it is explicitly pointed to thefact that, for the sake of simplicity, even if it is spoken of the firstitem of clothing in the following, there are also always comprisedembodiments in which the avatar wears more than a first item ofclothing. For example, the avatar may wear a first T-shirt, a first pairof trousers and first shoes, etc.

The cubicle 100 comprises a door 120 that allows the creation of aclosed private zone. Furthermore, the cubicle 100 may comprise a numberof additional elements such as, e.g., a mirror 130 and a seating and/orstorage facility 140. One or more mirrors may, however, be integratedalso into the display surfaces explained further below. This featureallows a use of the cubicle 100 also in the conventional sense or acombination of the advantages of an interactive cubicle 100 with theadvantages of conventional cubicles such as, e.g., the possibility of ahaptic feedback.

As can be seen from FIGS. 1a-b , the three displays 110 are attached toan inner frame or stand 150 to which, for example, the mirror 130 mayalso be fixed. Together with the door 130, this frame 150 forms a closedinterior space when the door is closed, in which the user of the cubiclemay stay and use the cubicle (of course, the cubicle may also be usedwith an open door). As can be seen from FIG. 1a , the cubicle 100optionally comprises a further outer frame 160. This frame surrounds theinner frame 150, with one or more spaces being present between the outerframe 160 and the inner frame 150 within which, for instance, thetechnology and infrastructure such as, for example, computers,projectors, air conditioning units, lighting units, power supply etc.may be arranged and hidden from the eyes of a user. This protects, forinstance, against unauthorized access to this technology. For gettingaccess to this technology, the outer frame 160 may comprise a lockabledoor or opening (not shown), which may only be opened by employees andmay remain hidden from the eyes of users of the cubicle 100.

The cubicle 100 further comprises an interactive unit (not shown) thatenables a user to create or modify the avatar and/or to modify the firstitem of clothing. For this purpose, at least a partial region of atleast one of the three displays 110 may be equipped with atouch-sensitive surface serving as interactive unit. Alternatively, oradditionally, further interactive units such as, for example, akeyboard, a touchpad or a device for voice and gesture control may beavailable in the cubicle 100. In further embodiments described herein,the interactive unit may also serve to get additional information on theavatar and the item of clothing, call up a heatmap, select a virtualreality in which the avatar is shown, and to generally access or controlthe functions provided by the cubicle 100. In further embodiments, thebehavior of the cubicle 100 may also be further influenced orcontrolled, respectively, from outside the cubicle, for example, by asalesman. Another option would be a control by an app on a smartphone orsimilar or by another person being outside the cubicle or even fartheraway.

FIG. 2 shows a possible technical arrangement 200 of the cubicle 100shown in FIGS. 1a-b . The cubicle 200 comprises three display areas 210which are configured here as rear-projection PLEXIGLAS plates. These areeach irradiated from behind by one or more short-distance projectors220. At least one projector 220 is a FullHD projector 220. Such a FullHDprojector 220 may be used, for example, to represent high-resolutionproduct information. The advantage of a projector compared to otherdisplay devices lies in the high flexibility of the presentable dataformats.

In other embodiments, the display surfaces 210 are large-area LED or LCDdisplays, particularly preferable OLED displays.

At least one of the display surfaces 210 may be configured as atouch-sensitive display surface serving as interactive unit forcontrolling the behavior of the cubicle 200 and for modifying thedisplayed avatar and/or the first item of clothing. For this purpose,for example, a touch-sensitive foil 230, e.g. a capacitivetouch-sensitive foil 230, may be applied on one of the display surfaces210. In further embodiments, one of the display surfaces 210 itselfcomprises already a touch-sensitive surface such as, e.g., a touchscreen. Alternatively, also cameras may be provided for recording themovements of the user by means of which the cubicle is to be controlled.

The projectors 220 or the displays used for displaying, respectively,are connected to the infrastructure (not shown) required forrepresenting the virtual contents (avatar with item of clothing, virtualrealities, additional information, menus etc.) and are supplied with thenecessary data by said infrastructure. Furthermore, the interactiveunit, for example the touch-sensitive display surface 230, is alsoconnected to this infrastructure in order to influence the behavior andthe displayed contents.

In some embodiments (not shown), the cubicle further comprises technicalinstallations by means of which the user may be given a hapticexperience of a virtually selected item of clothing. This may beachieved, for example, by one or more regions of a display whichcomprise additional electrodes that expose a touching finger to avoltage. By means of alternating voltages of different frequencies,various textures of a virtual item of clothing may be presented therebyin a haptic simulation. Alternatively or additionally, a hapticimpression may also be obtained by means of a specific temperaturedistribution on the display which is created by corresponding smallheating elements.

The cubicle shown in FIG. 2 further comprises, as already discussedabove, a mirror 240 as well as a door 250 which may be locked so as tocreate a closed private area.

The cubicle 200 further comprises at least one device 260 which allowsdetecting at least a second item of clothing that is taken into thecubicle 200 by the user. Here, too, it is explicitly emphasized thatwhile it is always referred to the second item of clothing in thefollowing, there are always comprised also embodiments in which the usertakes more than one second item of clothing into the cubicle, forexample, a second T-shirt, a second pair of trousers and a second pairof shoes. The device 260 may be able to capture the second item ofclothing (or the second items of clothing, respectively, see above)without physical contact.

For example, the device 260 may be a radio frequency ID antenna which isable to contactless read out information relating to the second item ofclothing, said information being stored on a chip attached to the seconditem of clothing. This enables the cubicle 200 to become aware of seconditems of clothing taken into the cubicle 200 by a user when entering thecubicle 200. The cubicle 200 may then greet the user for example bydisplaying a standard avatar that wears the items of clothing taken intothe cubicle by the user.

If the user takes more second items of clothing into the cubicle 200 andif the avatar is not able to present the items of clothing as being wornby an avatar at the same time, the cubicle 200 may react thereto indifferent ways. For example, the cubicle 200 may be configured such thatin case of second items of clothing worn on top of each other—forexample, a T-shirt and a sweater or underpants and trousers—it shows anavatar which always presents the item of clothing worn outermost (in theabove case, the sweater and the trousers). Alternatively, the cubiclemay be configured such that is shows several avatars that each weardifferent “layers” of clothing (in the above case, one avatar could, forexample, wear the underpants and the T-shirt, and a second avatar thetrousers and the sweater). All avatars could be shown on one singledisplay surface 210, or else—if available—at least partially ondifferent display surfaces 210. If the user takes several similar itemsof clothing—for example, several pairs of trousers—into the cubicle 200,the cubicle may, as described above, be configured such as to showseveral avatars each wearing one of the similar items of clothing. In afurther configuration, the cubicle shows only one avatar wearing theitem of clothing captured first or last, etc.

Conceivable is also the representation of the heatmaps explained aboveon an avatar, if several items of clothing are worn on top of eachother. This could suggest to the user in an intuitive manner whetherunder a specific item of clothing, e.g. a sweater, it is possible towear one or more further items of clothing. The information required forthis purpose concerning the respective items of clothing may be eithercalled up from a databank, or it is contactlessly forwarded to thecubicle by means of an appropriate chip located on or in the item ofclothing.

The skilled person is aware that the cases described here serve only asexamples and that the cubicle 200 may be configured in the most variedways. The cubicle may, on the one hand, be preset, for example whenentering the cubicle for the first time, or the user of the cubicle 200may determine the behavior of the cubicle 200 themselves. A combinationof preset basic settings which the user may further adapt to her/hisspecial wishes is also possible. In this case, it may be beneficial ifthe user has the option to store the settings he/she made, so thathe/she will be able to retrieve them at a later time.

For example, the settings may be stored in a personalized databank ormay be forwarded via a communications unit and read-in again. Thesettings may be reset to preset basic settings when leaving the cubicle200, so that a new user finds the cubicle 200 in its basic configurationand, where appropriate, may make or load his personalized settings, asexplained just now. Optionally, a user is asked when leaving the cubicle200 whether the settings shall be reset, as the user might possiblyleave the cubicle 200 only for a short time and then continue to use thecubicle 200, so that a reset of the settings would not make sense. Infurther embodiments, the settings are automatically reset after acertain period of time once the user has left the cubicle 200.

Express reference is made herein to the fact that the above explanationsdo not only concern the behavior of the cubicle 200 with respect to thedisplay of second items of clothing taken into the cubicle by the user,but apply also to any type of settings that relate to the behavior ofthe cubicle 200 and which may be adapted and modified by the user.

FIG. 3 shows an example 300 of one of the display surfaces 110, 210shown in FIGS. 1a-b during use of the cubicle. An avatar 310 is shownwearing at least a first item of clothing. In the example shown here,the avatar 310 wears a first T-shirt 320, a first pair of trousers 330and a first pair of shoes 340.

In some embodiments, the avatar 310 is an avatar 310 of the user of thecubicle. This enables the user to get a realistic idea of her/hisappearance in the selected item of clothing 320, 330, 340. In furtherembodiments, the avatar 310 is a preset standard avatar. Alternatively,the avatar 310 may also be created from pre-stored data. The datarequired for this may, for example, be taken along by a user of thecubicle, be stored in a databank or else be retrievable over othercommunication facilities.

It is particularly comfortable for the user if such data may be createdfrom a body shape of her/his body for whose determining the user doesnot have to take off her/his clothes. Such a method for determining thebody shape of a dressed person from which the pre-stored data may becreated for generating an avatar also constitutes embodiments of thepresent invention and will be described in detail further below.

The communication unit mentioned above or a further similarinstallation, respectively, allow the user, in further embodiments, tostore, forward and/or share with his friends, in a social network, arepresentation of the displayed avatar wearing the first item ofclothing, for example in order to know their opinion on the respectiveitem of clothing.

The use of pre-stored data for the creation of the displayed avatarallows the user of a cubicle, in particular, not only to have her/hisown avatar displayed, but also avatars of her/his friends oracquaintances, to the extent that they permit the user to use theirdata. Hence, for example, a user who wants to purchase an item ofclothing as a gift for an acquaintance or on behalf of the latter maycontrol the fit and the appearance of the respective item of clothing ina virtual way without requiring the presence of said acquaintance.

The display surface 300 further shows a plurality of menu points 350that enable the user to modify the avatar 310 and/or the first item ofclothing 320, 330, 340. Furthermore, the display surface 300 shows asymbol 360 for calling up additional information, for example withrespect to the items of clothing 320, 330, 340, or else for using thecubicle. It may be beneficial if the display surface 300 comprises atouch-sensitive surface which allows the user to activate the individualmenu points 352, 355, 358 or the symbol for calling up furtherinformation 360 by direct touch.

FIG. 4 shows a further example 400 of one or more of the displaysurfaces 110, 210 shown in FIGS. 1a-b during use of the cubicle. Here,the whole content may be shown on one display surface or else—ifavailable—distributed over several display surfaces. Thus, a greaterclarity of the shown information is obtained.

First of all, an avatar 410 wearing a first item of clothing 420 isshown. The avatar 410 is, for example, a preset standard avatar or anavatar of the user of the cubicle, said avatar having been created frompre-stored data or by other means (for example, by means of a device forthe creation/modification of an avatar and which is available in thecubicle, see below). Furthermore, a number of menu points 432, 435 areshown by which, for example, the avatar 410 and/or the first item ofclothing 420 may be modified or by which a main menu may be called up.These menu points may be activated by touching the surface of thedisplay(s). Displayed is furthermore a number of additional items ofclothing 440 as well as further information relating to these items ofclothing—e.g. user ratings, price, etc.—which are similar to the firstitem of clothing 410, for example, or which are particularly suited forbeing worn together with the latter.

Such additional information may also be displayed for the first item ofclothing 420 currently worn by the avatar 410. In the embodiments shownin FIG. 4, for example, user ratings 450 concerning the first item ofclothing 420 as well as information 460 (e.g. the accuracy of fit andthe length) of the first item of clothing 420 on the avatar 410 aredescribed.

The fit of the first item of clothing 420 on the avatar 410 may befurthermore displayed to the user in a visually prepared manner. Forexample, a pressure distribution exerted on the avatar 410 by the firstitem of clothing 420 may be visualized in the form of one or moreheatmaps. It may be beneficial for the user if several of suchrepresentations 472, 474, 476, 478 are shown at the same time, with eachrepresentation 472, 474, 476, 478 showing such a heatmap for the firstitem of clothing 420 in a different clothes size—e.g. XS, S, M and L.This enables the user to get a direct visual conception of the accuracyof fit of the first item of clothing 420 in the various different sizesand to choose the appropriate size without having to try on all theseindividual items of clothing. This increases the comfort and thepleasure of the user when choosing items of clothing. In certainembodiments, which are not shown, it is furthermore possible to havesuch heatmaps displayed also for further items of clothing, for examplefor one or more of the items of clothing 440, in one or more sizes. Thisenables the user not only to find the appropriate size for a specificitem of clothing, but to also compare, at the same time, the fit ofdifferent models, types, product line etc.

The preparation of a heatmap may be made by comparing the 3D-shape ofthe item of clothing—by taking into account a certain expansion, ifnecessary—with the 3D-shape of the avatar. However, a heatmap which isbased on pressure distribution is only one option. There is also thepossibility of visualization of other parameters, such as, e.g., theexpansion of the material of the item of clothing or deviations from aperfect fit, etc.

FIGS. 5a-c show embodiments of a cubicle 500 according to the inventionwhich comprises a display surface 510 on which, inter alia, an avatarwith a first item of clothing may be displayed. In certain embodiments,the display surface 510 comprises a touch-sensitive surface which allowsthe user 520 to interact with the cubicle in order to, for example,create or modify the displayed avatar and/or the first item of clothing.Additionally or alternatively, the cubicle 500 may comprise furtherinteractive units (not shown) like, for example, a keyboard, a touchpad,a device for voice control, etc. In some situations, it may not bedesired that the user 520 touches the display surface 510 directly,since this may lead to a contamination of the surface.

The cubicle 500 further comprises a device (not shown) for creatingand/or modifying the displayed avatar. Such a device may be used, forinstance, to create an avatar of the user 520 when using for the firsttime such a cubicle 500 according to the invention, or to adapt anavatar of the user 520 created from pre-stored data to the bodyproportions of said user. In embodiments, this device is locateddirectly behind the display surface 510. In further embodiments, such adevice comprises various sub-devices which are, for example, mounted inone or more corners of the cubicle 500.

Such a device may comprise one or more sub-devices for performingthree-dimensional measurements of the user 520. For thethree-dimensional measurements, it may be beneficial to use a radiationwhich does not substantially penetrate through the clothes of the user520, as, e.g., infrared radiation.

In comparison with X-rays, for example, IR radiation is, in general, notdangerous for the user 520 of the cubicle 500 and for objects which arepresent in the cubicle 500. A method using such radiation and by meansof which a true image of the body shape (i.e. the shape of the body inundressed state!) of a person may nevertheless be obtained without saidperson having to undress also constitutes, as already mentioned, a partof the present invention and will be described in detail further below.

The mentioned method thus allows that in some embodiments of the cubicle500, the device for creating/modifying the avatar is adapted to takemeasurements of the user 520 in an at least partially dressed condition.Here, the avatar is, for example, created and/or modified by anautomatic adaption to measurement data of the device. The alreadymentioned method according to the certain embodiments of the inventionmay be used for this. In further embodiments, the creation and/ormodification are performed partially automatically, i.e. the user 520 isgiven the opportunity to manually influence the creation and/ormodification of the avatar.

FIGS. 5a-c show the cubicle 500 according to the invention schematicallyduring different stages of the creation of an avatar of the user 520. InFIG. 5a , the cubicle 500 is shown directly after the entering of theuser 520. For example, a greeting screen is shown on the display surface510 and asks the user whether he/she wishes to continue a session stillgoing on, whether he/she wishes to start a new session and wants to setthe settings back to preset standard values and so forth.

If the user 520 selects the start of a new session, he/she is asked, forexample, whether he wishes to use a standard avatar, whether he/shewishes to create an avatar from pre-stored data as described above orwhether he/she wishes to be measured for creating/modifying her/hisavatar. An automatic user identification via a card of the user providedwith a radio chip, an automatic registration of a smartphone of theuser, a device for registering a finger print of the user or similartechniques are also conceivable.

FIG. 5b schematically shows the cubicle 500 during the three-dimensionalmeasuring of the user 520.

FIG. 5c finally shows the cubicle 500 upon completion of the measuringand creating of the avatar of the user 520. The display surface 510 nowshows the avatar of the user 520. In the embodiments shown here, theshown avatar wears first items of clothing which correspond to thesecond items of clothing worn by the user 520. For this, as explainedabove, the second items of clothing worn by the user, for example, arerecorded without physical contact when entering the cubicle.

FIGS. 6a-b show further embodiments 600 of a cubicle according to theinvention with a display surface 610 showing an avatar 620 wearing afirst item of clothing. In the embodiments shown here, the avatar is anavatar of the user 630 and wears the same clothing as the latter.Furthermore, in the embodiments depicted here, the avatar 620 is shownin a virtual reality 640, in this case in a football stadium. In theembodiments shown here, the wall 650 of the cubicle is further adaptedto the virtual reality 640 shown on the display surface 610, i.e. thewall is configured such that it goes smoothly over into the virtualreality 640. Such embodiments of a cubicle 600 may be used, for example,in sales rooms where specific items of clothing, in the present case,for example, football wear, are sold. In further embodiments, the wall650 is neutrally configured, and the represented virtual reality 640 maybe selected and/or adapted by the user of the cubicle 630.Alternatively, the represented virtual reality may also be selectedautomatically. The cubicle 600 may, for example, record items ofclothing taken into the cubicle by the user 630 and adapt the virtualreality accordingly. Or else, the cubicle adapts the virtual reality tothe first item of clothing worn by the avatar 620 and which the user 630had chosen or modified via an interactive unit (not shown) of thecubicle 600.

In some embodiments, the avatar 620 is further designed to move when theuser 630 moves within the cubicle 600. This may substantially happensimultaneously or time-delayed. The avatar 620 may imitate the movementsof the user 630 or follows them, respectively, or it moves like in apreset scene corresponding more or less to the user's movement. As canbe seen from FIGS. 6a-b , the avatar 620 shown here, for example,follows with his upper part of the body the turn of the upper part ofthe user's 630 body. In order to record the movements of the user 630,here, for example, the same devices are used that are used for athree-dimensional measuring of the user when creating and/or modifyinghis avatar, as described above. In further embodiments, additionaldevices known for such purposes from the prior art are used forrecording the movements of the user 630.

It may be beneficial if the virtual reality 640 changes dynamicallydepending on the movement of the user 630. For example, the virtualreality 640 may change at a turn of the head of the user 630 of thecubicle 600 and so allow the user 630 a kind of “panoramic view” in thevirtual reality, as already explained in detail above.

Further embodiments of the present invention relates, as alreadymentioned several times, to a method for determining the body shape of adressed person. By the term body shape, the shape of the body of a humanin undressed condition is to be understood here. Such a method may beused in some embodiments of the cubicle according to the invention,since the method enables to create or adapt, respectively, the avatar ofa user of such a cubicle without the user having to undress for this.The user may receive instructions for the creation or modification ofthe avatar within the cubicle itself, for example, on one of the displaydevices and/or by means of audio signals which explain to her/him howhe/she has to behave for carrying out the method.

The method is based on a statistic model of body shapes existing in reallife. An example of such a statistic model is the SCAPE model, theprinciples of which are explained in FIG. 7. The model is based on aparameterization of body shapes parameterizing a given body shapesubstantially by means of shape parameters {c_(i)}_(i=1, . . . , m,) cf.710, and orientation parameters {Φ_(j)}_(j=1, . . . , n,) cf. 720.

For this purpose, the body is divided into a number of partial regions,cf. 720. The shape parameters describe overall properties of the bodysuch as its thickness, size, the muscle mass, etc., while theorientation parameters describe the orientations between two respectiveadjacent partial regions, i.e., for example, the angle between the upperarm and the forearm. The parameters are defined such that any body shapeexisting in real life substantially may be parameterized andreconstructed by them, cf. 730.

The SCAPE model is based on a plurality of measurements of a test personin a plurality of real body poses. For each of the poses measured, theshape and orientation parameters {c_(i)} and {Φ_(j)} describing saidposes were determined. In addition, shape parameters were determined fora plurality of test persons in order to maintain the variance of thebody shapes. From the entirety of the parameters thereby obtained, foreach shape and orientation parameter a probability distribution wasdetermined which indicates the probability that a specific value of therespective parameter occurs in real poses of humans. All theseprobability distributions could then be summarized in the framework of asingle m+n-dimensional probability distribution. If necessary, aprincipal component analysis (PCA) is carried out to reduce the numberof parameters and eliminate correlated parameters at least in part.

With the method according to the invention for determining the bodyshape of a dressed person, first the spatial coordinates of a pluralityof points are gathered on the surface of the dressed person, i.e. on thesurface of the clothes in clothed regions, or on the skin of the personin unclothed regions, respectively. As already mentioned above, one ormore scanners may be used for this purpose, said scanners using an IRradiation that does not substantially penetrate through the clothing ofa person. It is a special advantage of the method according to theinvention that there is particularly no need for using rays penetratingthrough the clothing of a person to a substantial extent in order todetermine her/his body shape, since such types of rays like, e.g.,X-rays, may often be harmful to humans.

The spatial coordinates captured in this way, or the respective pointsin space defined by these spatial coordinates, substantially form a“reference frame” within which the sought body shape of the person hasto lie. “Substantially” means in this context in particular “except formeasurement errors”, as such measurement errors are present in eachmeasurement. The method according to the invention may be based on thefollowing consideration: For determining the sought body shape, all orat least a part of the above-mentioned shape and orientation parameters{c_(i)} and {Φ_(j)} are determined for the sought body shape in such away that the captured spatial coordinates of the plurality of points aresubstantially located on a surface or outside the sought body shapedefined by the shape and orientation parameters.

In order to facilitate a comparison between the “reference frame” set bythe captured spatial coordinates and the body shape which is to bedetermined, for example, first a reference shell may be created from thespatial coordinates of the plurality of points on the surface of thedressed person. In the simplest case, this may be done by consideringthree adjacent space points each as defining a triangular area. Thereference shell then consists of the totality of all triangular areas,i.e. the mesh of triangles, which is spanned by the recorded spacepoints.

In a further optional step, the surface of the reference shell mayfurther be deformed in order to substantially reach a match of thesurface with the plurality of the recorded spatial coordinates. In someembodiments, such a verification of match is carried out only for apartial amount of all recorded spatial coordinates in order to savecomputing time. Such a match may, for instance, be determinedquantitatively in the sense of a least-squares-method. Thereby, thedistance between the recorded spatial coordinates of a point of thesurface of the dressed person to a corresponding point on the referenceshell (for example, the point on the reference shell that is closest therespective space point) is squared, and the sum of these values is addedup for all considered points. The surface of the reference shell then issubstantially congruent with the (considered) recorded space points whenthis sum is minimal. Other quantitative measures for the match mentionedhere, as, e.g., a Procrustes analysis, are also conceivable.

In the event that the measured person is actually undressed or iswearing only very thin and/or tight-fitting clothes, the so createdreference shell already constitutes a good approximation to the searchedbody shape. An additional data comparison may be helpful therefor.

In other cases, particularly in cases of thick or not tight-fittingclothes, the so created reference shell, as already mentioned,constitutes only a maximum spatial dimension within which the searchedbody shape has to lie. For a better determination of the actual bodyshape, further method steps are necessary.

In some embodiments, the reference shell created by means of the justdescribed method steps is first converted into a corresponding SCAPEbody shape which is parameterized by shape and orientation parameters{c_(i)} and {Φ_(j)}. In this context, it is important to note thatbetween the possible reference shells and the possible SCAPE bodyshapes, there is a 1-to-1 correspondence, as both have the sametopology. For converting the determined reference shell into a SCAPEbody shape, first, the orientation parameters {Φ_(j)} of the SCAPE bodyshape corresponding to the reference shell are determined by means of aProcrustes analysis, and the SCAPE body shape determined thereby is thenbrought in line with the shape of the reference shell by deformation,i.e. by adaption of the shape parameter {c_(i)}. The SCAPE body shapecreated in this manner, which in the following is referred to as SCAPEreference shape, now forms the “reference frame” within which the soughtbody shape substantially has to lie; unclothed zones of the measuredperson may also lie on this reference frame. Thus, it is ensured, forexample, that for the regions corresponding to the hands, the feet orthe head, an exact match between the reference frame and the spatialcoordinates determined for these regions is given.

Following this, the shape and orientation parameters {c_(i)} and {Φ_(j)}are optimized, starting from a standard SCAPE shape, for determining thesought body shape of the measured dressed person. Typically, first theorientation parameters and then the shape parameters are adapted.Hereby, it has to be noted that the sought SCAPE body shape, as alreadymentioned, substantially has to lie within the SCAPE reference shape.

In certain embodiments, the optimization of the SCAPE parameters is doneby taking into consideration the distances between the captured spatialcoordinates of the plurality of points on the surface of the dressedperson (which now correspond to points on the SCAPE reference shape)from corresponding points on the surface of the assumed body shape(which now correspond to points on the body shape which is defined bythe SCAPE parameters that are to be optimized, in the following referredto as assumed SCAPE shape). For example, one could try to minimize thesedistances. This alone, however, would substantially lead to areproduction of the SCAPE reference shape.

It has, indeed, proven to be beneficial to first adapt, in the bestpossible way, the pose of the assumed SCAPE shape to the pose of theSCAPE reference shape. For this purpose, the surfaces of the SCAPEreference shape and of the assumed SCAPE shape may be approximated bytriangular meshs, and the distances between the corresponding verticesof the triangular mesh of the SCAPE reference shape and the assumedSCAPE shape are used as distances used for optimization. The coordinatesof the vertices of the SCAPE reference shape and the assumed SCAPE shapeare referred to as v_(k) and {circumflex over (v)}_(k).

A step of the method according to certain embodiments of the inventionnow comprises trying to minimize not only the distance between thevertices when optimizing the pose, but to optimize at the same time thelikelihood with which the orientation parameters {Φ_(j)}, which definethe pose of the assumed SCAPE shape and which are combined in thefollowing into the vector p, appear in the above-mentioned (empiricallydetermined) m+n-dimensional probability distribution. A simultaneousoptimization may be made for example by means of a Levenberg-Marquardtalgorithm which uses the following non-linear energy function:

${E(p)} = {{\sum_{k}\left( {v_{k} - {\hat{v}}_{k}} \right)^{2}} + {w_{p}{\sum_{l}\left( \frac{p_{l}^{\prime}}{\sigma_{l}} \right)^{2}}}}$

wherein p′ corresponds to the vector p projected into a principalcomponent analysis (PCA) basis, w_(p) is a weighting factor which, forexample, may assume the value 0.1, and σ_(l) is the variance of theprobability distribution of the respective orientation parameters in thePCA basis.

After the pose has been optimized by the method described here, in someembodiments of the method, furthermore, an optimization of the shapetakes place, whereby, on the one hand, it has to be ensured that theassumed shape lies substantially within the SCAPE reference shape, and,on the other hand, here too, the probabilities have to be taken intoaccount with which the selected values of the body parameters, inparticular the shape parameters {c_(i)}, appear in the statisticaldistribution. For this purpose, again a Levenberg-Marquardt algorithmwith the following non-linear energy function is used:

${E(c)} = {{\sum_{k}{\alpha_{k}\left( {v_{k} - {\hat{v}}_{k}} \right)}^{2}} + {w_{p}{\sum_{i}\left( \frac{c_{i}}{\sigma_{i}} \right)^{2}}}}$

wherein, in analogy to the above, σ_(i) is the variance of theprobability distribution of the respective shape parameter and w_(s) isa weighting parameter which, for example, may assume the value 0.5. Theweighting parameters α_(k) for example, set equal to 1 for vertices ofthe assumed SCAPE shape which lie within the SCAPE reference shape, andequal to 4 for such vertices of the assumed SCAPE shape which lieoutside the SCAPE reference shape. Thus, such vertices that lie outsideare “punished” more severely and thereby pushed into the SCAPE referenceshape.

In further embodiments, the latter, however, applies only to suchvertices which correspond to actually dressed points on the surface ofthe measured person. For such vertices, which correspond to undressedpoints, for example, points in the face, on the hands, etc., theweighting parameters α_(k) continue to be equated with 1, even if thecorresponding vertex of the assumed SCAPE shape lies outside he SCAPEreference shape, since such points do not perforce have to lie withinthe reference shape but may also lie “upon” it.

However, it has to be noted that the here presented fundamental processsteps of the method according to the invention are not tied to the SCAPEmodel discussed here, but may be used also in connection with otherstatistical models for body shapes, which, for example, choose adifferent parameterization or determine the probability distributions ofthe body parameters in a different manner, for example based ontheoretical considerations. Such methods, too, belong to the presentinvention.

Furthermore, it has to be emphasized that the elucidated method may becarried out in the above explained cubicle. However, an execution atother locations is also conceivable, since merely a sufficient number ofdevices have to be provided, so that the required spatial coordinates ofthe dressed user may be recorded. Such devices, for example theexplained IR scanners, may be installed without great effort at almostany place, for example, also in public spaces like a pedestrian area,e.g. in front of the shop-window of a store.

In certain embodiments, the body shape determined by means of theexplained method for creating an avatar is embellished at criticalpoints. Such modifications concern, for example, about 5% of the entireshape. The real data of the body shape, however, are maintained forother applications. For example, the above explained heatmaps may beestablished on the basis of real data, however, without calling theuser's attention to “shapeless” (deviating from the general ideal ofbeauty) body regions.

According to further embodiments, the above explained avatar could becombined with data concerning fitness and/or data concerning a trainingof the user. For example, the avatar may indicate changes in the bodyshape resulting from training and which have already occurred or mayoccur in the future, for example, a stronger musculature. Conversely,the user may also receive suggestions or instructions for an effectivetraining and/or healthier nutrition. The direct optical feedback byvisualization with the avatar thus strengthens the training motivationof the user.

In this context, also a data takeover to and from electronic trainingsystems may be provided. Such an electronic training system is, forexample, a data-based or Internet-based system which processestraining-related data of the user. In doing so, the data may be manuallyupdated to the most recent level and/or the data are automaticallyrecorded by sensors and/or a system which is able to determine theposition of the user, like, e.g. a GPS system.

Further embodiments of the invention are provided by a device forcarrying out one of the just described methods according to theinvention, whereby the method may be implemented in software, hardwareor a combination of software and hardware.

Further embodiments of the invention are further provided by a methodfor creating an avatar to be used in combination with a computer game,wherein the avatar is created from a body shape which was determined byone of the above described embodiments of the method according to theinvention, as well as an avatar to be used in combination with acomputer game, said avatar having been created by means of such amethod. The recording of the spatial coordinates of a plurality ofpoints on the surface of a dressed person, which belongs to the method,takes place in certain embodiments of the cubicle according to theinvention which furthermore enables the user to store her/his avatar forfurther use or to forward it directly via a communication system, forexample the Internet.

In the following, further examples are described to facilitate theunderstanding of the invention:

1. Cubicle (100; 200; 500; 600) for trying on one or more items ofclothing, comprising:

a. at least one display (110; 210; 300; 400; 510; 610) displaying anavatar (310; 410; 620) with at least one first item of clothing (320;330; 340; 420); and

b. at least one interaction unit (210) enabling a user (520; 630) of thecubicle to create or modify the avatar (310; 410; 620) and/or to modifythe first item of clothing (320; 330; 340; 420).

2. Cubicle (100; 200; 500; 600) according to example 1, wherein theavatar (310; 410; 620) is an avatar of the user (520; 630) of thecubicle.

3. Cubicle (100; 200; 500; 600) according to example 1 or 2, wherein thecubicle is further adapted to detect at least a second item of clothingwhich is brought into the cubicle by the user (520; 630).

4. Cubicle (100; 200; 500; 600) according to example 3, wherein thecubicle is adapted to detect the second item of clothing withoutcontact.

5. Cubicle (100; 200; 500; 600) according to example 3 or 4, wherein thefirst (320; 330; 340; 420) and the second items of clothing coincide.

6. Cubicle (100; 200; 500; 600) according to one or the precedingexamples, wherein the avatar (310; 410; 620) is created from pre-storeddata.

7. Cubicle (100; 200; 500; 600) according to example 6, wherein thepre-stored data was created from a body shape which was determinedaccording to one of examples 16-22.

8. Cubicle (100; 200; 500; 600) according to example 7, wherein theinteraction unit (210) for creating and/or modifying the avatar (310;410; 620) is adapted to perform a three-dimensional measuring of theuser (520; 630).

9. Cubicle (100; 200; 500; 600) according to example 8, wherein theinteraction unit (210) is adapted for measuring the user (520; 630) inan at least partly dressed state and wherein the avatar (310; 410; 620)is created and/or modified by an automatic adaption to measurement dataof the interaction unit.

10. Cubicle (100; 200; 500; 600) according to example 9, wherein theinteraction unit (210) for creating and/or modifying the avatar (310;410; 620) is adapted to perform a method according to one of examples16-22.

11. Cubicle (100; 200; 500; 600) according to one of the precedingexamples, wherein the avatar (620) is displayed on the at least onedisplay (110; 210; 510; 610) in a virtual reality (640).

12. Cubicle (100; 200; 500; 600) according to one of the precedingexamples, wherein the avatar (310; 410; 620) is adapted to movesimultaneously or time-delayed in case of a movement of the user (520;630) in the cubicle (100; 200; 500; 600).

13. Cubicle (100; 200; 500; 600) according to example 12 in combinationwith example 11, wherein the virtual reality (640) changes dynamicallydepending on the movement of the user (520; 630).

14. Cubicle (100; 200; 500; 600) according to one of the precedingexamples, wherein the display (400) further displays a heatmap (472;474; 476; 478) which visualizes a fit of the first item of clothing(420) on the avatar (410).

15. Cubicle (100; 200; 500; 600) according to one of the precedingexamples, wherein the cubicle further comprises a communication unit fortransmitting a representation of the avatar (310; 410; 620) with thefirst item of clothing (320; 330; 340; 420).

16. Method for determining a body shape of a dressed person, comprising:

-   -   a. gathering the spatial coordinates of a plurality of points on        the surface of the dressed person; and    -   b. determining a plurality of body parameters which at least        partly define the body shape to be determined,    -   c. wherein the body parameters are taken from a stored        statistical distribution of body parameters such that the        spatial coordinates of the plurality of points are substantially        located on a surface of the body shape or outside the body        shape.

17. Method according to example 16, wherein a reference shell is createdfrom the spatial coordinates of the plurality of points on the surfaceof the dressed person.

18. Method according to example 17, further comprising the step ofdeforming a surface of the reference shell so as to substantially obtaina congruence of the surface with the plurality of the gathered spatialcoordinates.

19. Method according to one of examples 16-18, wherein the gathering ofthe spatial coordinates is performed by means of one or more opticalscanners, the radiation of which does essentially not penetrate throughthe clothes of the person.

20. Method according to one of examples 16-19, wherein an optimizationis performed in step c. which uses the distances between the spatialcoordinates of the plurality of the points and spatial coordinates ofcorresponding points on the surface of an assumed body shape.

21. Method according to example 20, wherein the optimization furthertakes into account the probability with which the values of the bodyparameters for the assumed body shape appear in the statisticaldistribution.

22. Method according to one of examples 16-21, wherein the gatheredspatial coordinates of the plurality of points are weighted differentlyin step c.

23. Method for creating an avatar (310; 410; 620) for use in combinationwith a computer game, wherein the avatar (310; 410; 620) is created froma body shape which was determined by a method according to one ofexamples 16-22.

24. Method according to one of examples 16-22, wherein the determinedbody shape is used together with a training system.

25. Device for carrying out a method according to one of examples 16-24.

26. Avatar (310; 410; 620) for use in combination with a computer game,wherein the avatar (310; 410; 620) is created by a method according toexample 23.

27. Avatar (310; 410; 620) according to example 26 for use incombination with a computer game, wherein the avatar (310; 410; 620) iscreated in a cubicle according to example 10.

28. Computer game with an avatar (310; 410; 620) according to one ofexamples 26 or 27.

Different arrangements of the components depicted in the drawings ordescribed above, as well as components and steps not shown or describedare possible. Similarly, some features and sub-combinations are usefuland may be employed without reference to other features andsub-combinations. Embodiments of the invention have been described forillustrative and not restrictive purposes, and alternative embodimentswill become apparent to readers of this patent. Accordingly, the presentinvention is not limited to the embodiments described above or depictedin the drawings, and various embodiments and modifications may be madewithout departing from the scope of the claims below.

That which is claimed is:
 1. A cubicle, comprising: a scanning means forcapturing spatial coordinates of a plurality of points on a user withinthe cubicle using radiation that does not penetrate through clothes wornby the user; a computing means for generating, based on inputs receivedfrom the scanning means indicating the spatial coordinates of theplurality of points, optimized shape parameters defining physicalproperties of a body shape of the user and optimized orientationparameters defining orientations between two adjacent partial regions ofthe body shape; an interaction means for selecting an article ofclothing from a plurality of articles of clothing; a display means forvisually depicting a virtual reality environment and also depictinggraphical representation of the user within the virtual realityenvironment, the graphical representation of the user having bodyproportions substantially similar to the user based on the optimizedshape parameters and the optimized orientation parameters, whereinselection of the article of clothing via the interaction means causesthe display means to further display a graphical representation of thearticle of clothing on top of the graphical representation of the user,the graphical representation of the article of clothing adapted toconform to the body proportions of the user, and further causes thedisplay means to adapt the virtual reality environment to represent atypical environment in which the article of clothing is worn; an innerframe of surfaces forming an enclosed area; and an outer frame ofsurfaces surrounding the inner frame of surfaces such that an open spaceexists between the inner frame of surfaces and the outer frame ofsurfaces, wherein the open space includes the scanning means, thecomputing means, the display means.
 2. The cubicle of claim 1, whereinthe computing means is further for: determining a reference shell forthe user from the captured spatial coordinates of the plurality ofpoints on the user, the body shape of the user lying substantiallywithin the reference shell; determining, from the reference shell, areference body type comprising shape parameters defining and orientationparameters of the reference body type, the reference body type one of aplurality of statistical models of possible body types; and deformingthe reference body type by adapting the shape parameters and theorientation parameters to determine the optimized shape parameters andthe optimized orientation parameters.
 3. The cubicle of claim 1, whereinthe interaction means is further for modifying the article of clothingby modifying one or more of a size characteristic, lengthcharacteristic, color characteristic, or material characteristic,wherein modification of the article of clothing causes the display meansto update the graphical representation of the article of clothingaccording to the modification.
 4. The cubicle of claim 1, wherein theinteraction means is further for selecting a second article of clothingfrom the plurality of articles of clothing, and wherein selection of thesecond article of clothing causes the display means to further displaythe graphical representation of the article of clothing as a first layerof clothing and the second article of clothing as a second layer ofclothing, the first layer of clothing and the second layer of clothinglayered on top of the graphical representation of the user, the firstlayer of clothing and the second layer of clothing adapted to conform tothe body proportions of the user.
 5. The cubicle of claim 1, wherein theinteraction means is further for selecting a second article of clothingfrom the plurality of articles of clothing; and wherein the displaymeans comprises a plurality of displays, wherein the graphicalrepresentation of the article of clothing and the graphicalrepresentation of the user are displayed on a first display of theplurality of displays, wherein selection of the second article ofclothing causes a second display of the plurality of displays to displaya graphical representation of the second article of clothing layered ontop of the graphical representation of the user.
 6. The cubicle of claim1, wherein: the interaction means is further for selecting pre-storeddata for an alternative graphical representation of the user, andwherein selection of the pre-stored data causes the display means toupdate the graphical representation of the user with the alternativegraphical representation of the user.
 7. The cubicle of claim 1,wherein: the scanning means is further for recording a movement patternof the user within the cubicle; and wherein the display means is furtherfor updating the graphical representation of the article of clothinglayered on top of the graphical representation of the user in accordancewith the movement pattern of the user.
 8. The cubicle of claim 1,wherein the interaction means is for selecting the article of clothingvia voice or gesture control.
 9. The cubicle of claim 1, wherein theopen space between the inner frame of surfaces and the outer frame ofsurfaces further includes the interaction means.
 10. The cubicle ofclaim 1, wherein the interaction means is further for selecting acomputer game, and wherein the graphical representation of the userrepresents an avatar in the computer game.
 11. A method for identifyinga body shape of a user in a cubicle and presenting a graphicalrepresentation of an article of clothing on a graphical representationof the user that is substantially similar to the body shape of the user,the method comprising: capturing, via a scanning device, spatialcoordinates of a plurality of points on the user using radiation thatdoes not penetrate through articles of clothing worn by the user;generating, according to the spatial coordinates of the plurality ofpoints, optimized shape parameters defining physical properties of thebody shape of the user and optimized orientation parameters definingorientations between two adjacent partial regions of the body shape;receiving, via an interaction unit, a selection of an article ofclothing from a plurality of articles of clothing; and displaying, onone or more displays within the cubicle, a virtual reality environmentand a graphical representation of the user within the virtual realityenvironment, the graphical representation of the user depicting bodyproportions substantially similar to the user based on the optimizedshape parameters and the optimized orientation parameters, whereinselection of the article of clothing causes the one or more displays tofurther display the graphical representation of the article of clothingon top of the graphical representation of the user, the graphicalrepresentation of the article of clothing adapted to conform to the bodyproportions of the user, and further causes the one or more displays toadapt the virtual reality environment to represent a typical environmentin which the article of clothing is worn.
 12. The method of claim 11,wherein the optimized shape parameters and optimized orientationparameters are generated by: determining a reference shell for the userfrom the captured spatial coordinates of the plurality of points on theuser, the body shape of the user lying substantially within thereference shell, determining, from the reference shell, a reference bodytype comprising shape parameters and orientation parameters of thereference body type, the reference body type based on one of a pluralityof statistical models of possible body types, and deforming thereference body type by adapting the shape parameters and the orientationparameters to determine the optimized shape parameters and the optimizedorientation parameters to fit the body proportions of the user.
 13. Themethod of claim 11, further comprising: detecting, by the scanningdevice, movement by the user within the cubicle; substantiallysimultaneously updating, in response to detection of the movement by theuser, the graphical representation of the user to imitate the movementof the user; and updating the virtual reality environment in accordancewith a direction of the movement by the user.
 14. The method of claim11, further comprising: receiving, via the interaction unit, a selectionfor modifying the article of clothing by modifying one or more of a sizecharacteristic, length characteristic, color characteristic, or materialcharacteristic, wherein modification of the article of clothing causesthe one or more displays to update the graphical representation of thearticle of clothing according to the modification.
 15. The method ofclaim 11, further comprising: receiving, via the interaction unit, asecond selection for a second article of clothing from the plurality ofarticles of clothing, wherein selection of the second article ofclothing causes the one or more displays to further display thegraphical representation of the article of clothing as a first layer ofclothing and the second article of clothing as a second layer ofclothing, the first layer of clothing and the second layer of clothinglayered on top of the graphical representation of the user, the firstlayer of clothing and the second layer of clothing adapted to conform tothe body proportions of the user.
 16. The method of claim 11, furthercomprising: receiving, via the interaction unit, a second selection fora second article of clothing from the plurality of articles of clothing,wherein the graphical representation of the article of clothing and thegraphical representation of the user are displayed on a first display ofthe one or more displays, and wherein selection of the second article ofclothing causes a second display of the one or more displays to displaya graphical representation of the second article of clothing layered ontop of the graphical representation of the user.
 17. The method of claim11, further comprising: receiving, via the interaction unit, a selectionfor pre-stored data for an alternative graphical representation of theuser, wherein selection of the pre-stored data causes the one or moredisplays to update the graphical representation of the user with thealternative graphical representation of the user.
 18. The method ofclaim 11, further comprising: receiving, via the scanning device, arecorded movement pattern of the user within the cubicle; and updating,on the one or more displays, the graphical representation of the articleof clothing layered on top of the graphical representation of the userin accordance with the movement pattern of the user.
 19. The method ofclaim 11, further comprising: displaying a heatmap overlaid on thegraphical representation of the user that depicts pressure distributionon the graphical representation of the user caused by the article ofclothing; receiving a selection identifying a modification of thearticle of clothing; and in response to receiving the selection,displaying a modified heatmap showing updated pressure distributioncaused by the modification of the article of clothing, the modifiedheatmap overlaid on the graphical representation of the user.
 20. Themethod of claim 19, wherein the modification of the article of clothingincludes a selection of a new article of clothing, and wherein themethod further comprises alternating voltages of different frequencieson the one or more displays within the cubicle to provide hapticfeedback simulating various textures of the new article of clothing.